M2.2: player bodies, name tags, shared island and checked movement
- Joining loads the server's island (seed, spawn, clock); the server generates the same terrain from its seed and keeps a world clock that pauses when empty - Other players are procedural low-poly characters in their chosen colours with name tags (hidden by walls, fading with distance), walk/run/swim animation and held items - Movement: local and instant, sent at 20 Hz stamped with the sender's clock; the server refuses impossible moves (speed, rising, leaving the island, underground) and sends the player back; flagged respawns allowed - Avatars drawn 100 ms behind and interpolated, with brief extrapolation - Online: no pausing, player list in the Esc menu, Disconnect back to the title (with the reason); animals off and world changes local-only until M2.3-M2.5, shown on the HUD - test_net_world: real server + walking and cheating bots at 100 ms +/- 30 ms simulated latency (27 checks)
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@@ -9,6 +9,69 @@ extends SceneTree
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var _outcome := ""
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var _reason := ""
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var _pos := Vector3.ZERO
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var _corrections := 0
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var _others := {} ## name -> last position seen in a snapshot
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var _terrain: Node3D
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## Walks (and optionally cheats) on the server's island, sending positions
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## 20 times a second like a real client. Corrections from the server are
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## obeyed, as the real client does.
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## --walk line --speed 4 --walk-time 3 walk along +X, then stand still
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## --cheat teleport after 1 s, claim to be 60 m away
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## --cheat outside walk straight out toward the world's edge at 7 m/s
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## --cheat respawn a flagged teleport to the spawn (legitimate)
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func _move(net: Node, args: Dictionary, res: Dictionary) -> void:
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_terrain = load("res://scripts/world/terrain.gd").new()
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root.add_child(_terrain) # takes its seed from the server (net.world_info)
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_pos = net.world_info.get("spawn", Vector3.ZERO)
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net.corrected.connect(func(p): _corrections += 1; _pos = p)
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net.snapshot.connect(func(_t, states):
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for s in states:
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if net.players.has(int(s[0])):
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_others[net.players[int(s[0])].name] = s[1])
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var mode := String(args.get("walk", args.get("cheat", "")))
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var speed := float(args.get("speed", 4.0))
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var dur := float(args.get("walk-time", 3.0))
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res.walk_start = [_pos.x, _pos.y, _pos.z]
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var t := 0.0
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var dir := Vector3(1, 0, 0)
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if mode == "outside":
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dir = Vector3(_pos.x, 0, _pos.z).normalized() if Vector2(_pos.x, _pos.z).length() > 1.0 else Vector3(1, 0, 0)
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speed = 7.0
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dur = 40.0
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var step := 0.05
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var prev_us := Time.get_ticks_usec()
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while t < dur and net.state == "connected":
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var now_us := Time.get_ticks_usec()
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var real_dt := (now_us - prev_us) / 1000000.0
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prev_us = now_us
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var teleported := false
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var anim := 1
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match mode:
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"teleport":
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if absf(t - 1.0) < step * 0.5:
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_pos += Vector3(60, 0, 0)
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anim = 0
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"respawn":
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if absf(t - 1.0) < step * 0.5:
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var sp: Vector3 = net.world_info.get("island_spawn", _pos)
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_pos = sp + Vector3(0.5, 0, 0.5)
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teleported = true
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anim = 0
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_:
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_pos += dir * speed * real_dt # real elapsed time, like the game's physics
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_pos.y = _terrain.sample_height(_pos.x, _pos.z)
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net.send_state(_pos, 0.0, 0.0, anim, "", teleported)
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await create_timer(step).timeout
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t += step
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if mode == "outside" and _corrections > 0 and t > 1.0:
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break
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res.walk_end = [_pos.x, _pos.y, _pos.z]
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# Stand still for a moment, still sending, so the last position settles.
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for _i in range(10):
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net.send_state(_pos, 0.0, 0.0, 0, "", false)
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await create_timer(step).timeout
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func _initialize() -> void:
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_run.call_deferred()
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@@ -35,6 +98,8 @@ func _run() -> void:
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res.joined = true
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res.server_name = net.server_info.get("server_name", "")
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res.admin = bool(net.players.get(net.local_peer, {}).get("admin", false))
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if args.has("walk") or args.has("cheat"):
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await _move(net, args, res)
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var saw := {}
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var stay := float(args.get("stay", 2.0))
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var s := 0.0
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@@ -44,6 +109,11 @@ func _run() -> void:
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await create_timer(0.1).timeout
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s += 0.1
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res.saw = saw.keys()
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res.corrections = _corrections
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res.final_pos = [_pos.x, _pos.y, _pos.z]
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if _others.has("Alice"):
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var ap: Vector3 = _others.Alice
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res.alice_pos = [ap.x, ap.y, ap.z]
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net.leave()
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for _i in range(10):
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await process_frame
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